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Guidelines for the Game Concept

A game-concept document expresses the core idea of the game. It's a one- to two-page document that's
necessarily brief and simple in order to encourage a flow of ideas. The target audience for the game
concept is all those to whom you want to describe your game, but particularly those responsible for
advancing the idea to the next step: a formal game proposal.

Typically, all concepts are presented to the director of product development (or executive producer)
before they get outside of the product development department. The director will determine whether or
not the idea has merit and will either toss it or dedicate some resources to developing the game
proposal.
The director might like the concept but still request some changes. He or she may toss the concept
around among the design staff and producers or open it up to the whole department or company. The
concept can become considerably more compelling with the imagination and exuberance of a wide
group of talented people.
A game concept should include the following features:
 Introduction
 Background (optional)
 Description
 Key features
 Genre
 Platform(s)
 Concept art (optional)

Introduction: The introduction to your game concept contains what are probably the most important
words in the document - these words will sell the document to the reader. In one sentence, try to
describe the game in an excited manner. Include the title, genre, direction, setting, edge, platform, and
any other meaningful bits of information that cannot wait until the next sentence. The edge is what's
going to set this game apart from the other games in the genre. For example:
"Man or Machine is a first-person shooter for the PC that uses the proven Quake II engine to thrust
players into the role of an android space marine caught up in the epic saga of the interstellar techno-
wars of the thirty-seventh century."
Breaking the introduction up into several sentences for the sake of clarity is acceptable. Just know that
the longer your introduction, the more diluted your vision will seem.

Background (optional): The background section of your game concept simply expands upon other
products, projects, licenses, or other properties that may be mentioned in the introduction; so it's
optional. The background section is physically separated from the introduction so that readers can skip
it if they already have the information presented. But the background section is important for licensed
properties and sequels and concepts with strong influences from previously released titles in the same
genre. If you intend to use an existing set of code or tools or to license a game engine, then describe
these items and their success stories here.
Description: In a few paragraphs or a page, describe the game to the readers as if they are the players.
Use the second-person perspective -- "you." Try to make this section an exciting narrative of the
player's experience. Encompass all the key elements that define the core game play by describing
exactly what the player does and sees. Avoid specifics such as mouse-clicks and keystrokes, but don't
be too vague. You want the readers to become the player's character. Hover your detail level right
above the GUI interaction. You would say something such as, "You scan your tactical radar and pick up
two more bogies coming up the rear," instead of "You click on your tactical radar button and the
window pops up revealing two bogies coming up the rear." The description section should make the
content and entertainment value of the game obvious and convincing.

Key features: Your game concept's key features section is a bullet point list of items that will set this
game apart from others and provide goals to which the subsequent documentation and implementation
should aspire. It's a summary of the features alluded to in the description. These bullet points are what
would appear on the back of the game box or on a sell sheet, but include some supporting details. For
example:
"Advanced Artificial Intelligence (AI): Man or Machine will recreate and advance the challenging and
realistic AI that made Half-Life game of the year."
Determining how many features to list is a delicate balancing act. Listing only one or two key features
is a bad idea if you're doing anything more complex than a puzzle game; listing more than a page of
features implies that the project would be a Herculean task and may scare off the bean counters. Listing
too few features might sell your concept short; listing too many waters down the concepts' strongest
features.
Keep in mind that you need not list features that are given, such as "great graphics" and "compelling
music," unless you really think such features are going to be far superior to those of the competition.
Great graphics, compelling music, and the like are the understood goals of every game project. On the
other hand, if the particular flavor of graphics and music provides your game with an edge in the
market, then you should spell that out.

Genre: In a few words, define the game genre and flavor. Use existing games' classifications from
magazines and awards as a guide. For example, you could choose one of the following: sports, real-
time strategy, first-person shooter, puzzle, racing simulation, adventure, role-playing game, flight
simulation, racing shooter, god simulation, strategy, action-strategy, turn-based strategy, side-scrolling
shooter, edutainment, or flight shooter. Then you can refine your game's niche genre with these or other
words for flavor: modern, WWII, alternate reality, post-apocalyptic, futuristic, sci-fi, fantasy, medieval,
ancient, space, cyberpunk, and so on.

Platform(s): In a few words, list the target platform(s). If you think the game concept is applicable to
multiple platforms, you should also indicate which platform is preferred or initial. If you intend
multiplayer support on the Internet, indicate that as well.

Concept art (optional): A little bit of art helps sell the idea and puts the readers in the right frame of
mind. Use art to convey unique or complex ideas. Screen mock-ups go a long way to express your
vision. Art for the game concept may be beyond most employees' capabilities, so requiring it would
limit the number of submissions; thus, it is optional. If a concept has merit, the art can come later from
a skilled resource. Often art from previous projects or off of the Internet will jazz up a document. Just
be careful with any copyrighted material.

Common Mistakes
Here are some common mistakes that developers make in creating a game concept:
 The concept is totally off base or inapplicable to the company's current plans. If you don't want
to waste your time writing up concepts that get tossed, find out what the company in question is
looking for and keep an ear to the ground for opportunities with which your idea may be a good
fit.
 In terms of resources, the document asks for the moon. Try to keep your concept within the
realm of possibility. Keeping the budgets down by suggesting existing tools or properties to
reuse is helpful. Limit your ideas to that which can be accomplished in a timely fashion and
with a reasonable budget. Limit experimental technologies to one area. Don't suggest
revolutionary AI as well as a new, state-of-the-art 3D engine. If you are being solicited to
produce the game concept, find out what the time frame and budget expectations are first.
 The document lacks content. Simply saying, "It's Command & Conquer meets MechWarrior
where you order your 'Mechs in tactical combat," is insufficient. Your description has to explain
the actions that the player will perform and make them seem fun. A good description might
read, for example, "You order your 'Mech to fire at point-blank range on the exposed right torso
of the Clan MadCat OmniMech." This kind of descriptive content will help mitigate
misinterpretations of the core game play that you envision.
 The game isn't fun. A useful exercise is to break down all of the player verbs (such as shoot,
command, run, purchase, build, and look) and envision how player performs each. Then, for
each verb, ask yourself if it's fun. Then ask yourself if the target market would find it fun. Be
objective. If the action that the player takes isn't fun, figure out another action for the player to
take that is fun or drop the verb entirely.
 The game-concept document employs poor language and grammar. Don't make yourself look
like an ass or an idiot. Check your grammar and spelling and avoid four-letter words and sexual
innuendo. You don't know who will ultimately read your document or whom you might offend
with some particularly expressive words. Even the macho, politically incorrect, culturally
insensitive, slang-using manager with whom you exchange dirty jokes over a beer at lunchtime
can get quite sensitive with documented verbiage.
 The designer gives up. Don't give up submitting ideas. You never know when one of them will
take off. Persistence pays off, believe me.

Guidelines for the Game Proposal


A game proposal is a formal project proposal used to secure funding and resources for a game
development project. As a game proposal takes time (and therefore, money) to do correctly, it should
only be developed for promising game concepts.
The proposal is an expansion upon the game concept. Writing a proposal may involve gathering
feedback and information from other departments, especially the marketing department (if it exists).
You may need your marketing department to perform some market research and analysis on the
concept. If the game requires licensing, you may need your finance and legal departments to investigate
the availability and costs involved in securing the license.
The programming staff, typically senior programmers or the technical director, should perform an
initial technical evaluation of the concept. They should comment on the technical feasibility of the
concept and the programming areas that may require research. They should assess the risks and major
tasks in the project and suggest solutions and alternatives. They should give a rough estimate as to the
required research and development time and resources.
The game proposal should include a revised version of the game concept. Technical, marketing, and
finance feedback to the concept document might force you to scale back the concept. It might also
suggest modifying or adding features. These changes should not take anyone by surprise, as this is the
first time that the concept has been subjected to major criticism and the collaborative process. Giving
copies of the feedback and analysis to the director of development (or whoever asked for the game
proposal) before they are folded into the game proposal or effect changes in the concept is a good idea.
This process not only provides written confirmation that the concept has been reviewed by certain
people or departments, but it arms the director with the knowledge to veto, alter, or otherwise approve
any proposed changes.
The game proposal includes the following features:
 Revised game concept (preceding)
 Market analysis
 Technical analysis
 Legal analysis (if applicable)
 Cost and revenue projections
 Art

Market analysis: The marketing department and/or a market research firm, assuming your company
can afford it, should compile this information. If you are compiling this information yourself, you
should try to avoid pure guesses on numbers. Look for info on the Internet (www.gamestats.com is a
good source) and use existing hits in the same genre as indicators for market performance.
 Target market: The target market is defined by the genre and the platform, issues that have been
already addressed in the concept document. You can qualify this definition by mentioning
specific titles that epitomize this market. The most successful of these titles will indicate the
viability and size of the market. Also mention the typical age range, gender, and any other key
characteristics. If this game involves a licensed property or is a sequel, describe the existing
market.
 Top performers: List the top performers in the market. Express their sales numbers in terms of
units, breaking out any notable data-disk numbers and any successful sequels. Include their ship
date. You can be vague -- Q1 1998 or spring 1998. This research can go way back, so present
your data in chronological order.
List their platforms if they vary from the platform for the proposed game. However, because the
markets change depending on the platform, you should always present some title of the same
genre on the target platform, even if it didn't perform as well as the others. Such data may
indicate a sluggishness for that particular genre of games on the platform. For example, turn-
based strategy games may have great sales on the PC platform, but have terrible numbers on the
Sony PlayStation. This list of top performers should indicate this discrepancy if you're doing a
turn-based strategy game.
 Feature comparison: Break down the selling features of these top performers. Compare and
contrast them to the key features described in the concept document. Try to provide some
specifics. For example:
Tactical Combat: In Command & Conquer, Dark Reign, and Myth, you order your units to
attack specific targets and move to specific places or ranges for an advantage. Most units have a
unique strength and weakness that become apparent during play, thus encouraging you to
develop superior tactics. Tanktics has a wider variety of orders to allow you to apply superior
tactics, such as capture, ram, and hit-and-run. Unit position and target selection become even
more important due to terrain, movement, and range bonuses; firing arcs; and soft spots in rear-
and side-hit locations. All of the units have distinct weaponry, armor, and speed to differentiate
their strengths and weaknesses and encourage tactics. Not only do you learn to master these
tactics over time, but you can also script these tactics into custom orders.

Technical analysis: The technical analysis should be written by a seasoned programmer, preferably the
technical director or a lead programmer, and then edited and compiled into the proposal. Reviewers of
this proposal will use this technical analysis to help them make their decisions. Be honest; it will save
you a lot of grief in the end. Overall, this analysis should make the reviewers optimistic about the
game's chance of succeeding.
 Experimental features: Identify the features in the design that seem experimental in nature, such
as untried or unproven technologies, techniques, perspectives, or other unique ideas. Do not
include features that have been proven by existing games, even if they are new to the
development team. For example, if the team has never developed a 3D engine, don't list it as
experimental. Rather, list it in one or more of the other categories in the technical analysis
section. On the other hand, if your development team is working on a 3D engine using the
theoretical system of quads, then this effort should be listed as experimental. Of course, by the
time you read this article, quads could be in common use.
Include an estimate of the time that it will take to bring the experimental feature to an
evaluation state, as well as an overall time estimate for completing the feature. Experimental
areas generally need more time in the schedule, so the more experimental features you list, the
longer the schedule will be. While some companies shy away from such 18- to 24-month
projects, many see these experiments as worthwhile investments in creating leading-edge titles.
So tell it like it is, but don't forget to tell them what they will get out of it. Make them feel
comfortable that the experiments will work out well.
 Major development tasks: In a paragraph or a few bullet points, make clear the major
development tasks. Use language that non-technical people can understand. Major means
months of development. Give a time estimate that assumes that you have all of the resources
that you'll need to accomplish the task. You could also give an estimate of the resources that
you'll need. For example:
"Artificial Intelligence Script Parser: Three to four months with two programmers. The parser
reads and compiles the AI scripts into lower-level logic and instructions that are executed at
run-time."
 Risks: List any technical risks. If you don't foresee any technical risks, by all means say so.
Risks are any aspect of research and development that will cause a major set back (weeks or
months) if they fail. List technologies that, though they've been proven to work by competitors,
your company has never developed or with which your company has little experience. List, for
example, real-time strategy if your team has never developed a real-time strategy game before;
or 3D rendering if this is your first foray into 3D. List any of the major development tasks
mentioned previously if you perceive any risk. All untried off-the-shelf solutions (3D engines,
editors, code libraries and APIs, drivers, and so on) should be listed as risks because they may
end up not fulfilling your particular needs. Any development done by an outside contractor
should also be listed, as that's always a big risk. When assessing risks, you should also indicate
the likely impact that fixing or replacing the technology will have on the schedule. Indicate the
time in weeks or months that the ship date will slip. List the time impact on specific resources.
List any new resources (people, software, hardware, and so on) that would be required to fix it.
This section may seem pessimistic, but it creates a comfort level for your document's reviewers
- they will come away with the impression that the game implementation is under control,
especially if they can perceive these risks themselves. Plus you'll have the opportunity to say,
"You can't say I didn't warn you."
 Alternatives (if any): Alternatives are suggestions for working around some of these
experimental or risky features and major development tasks. By presenting alternatives, you
give the reviewers options and let them make the choices. List anything that might cost more
money or time than desired but might have better results, or vice versa (it may cost less money
and time but it may have less desirable results). Whatever you do, be sure to spell out the pros
and cons.
 Estimated resources: List the estimated resources: employees, contractors, software, hardware,
and so on. Use generic, industry-standard titles for people outside of the company: for instance,
the publisher or investor who might read your document. List their time estimates in work
months or weeks. Ignore actual costs (dollars), as that comes later.
 Estimated Schedule: The schedule is an overall duration of the development cycle followed by
milestone estimates, starting with the earliest possible start date, then alpha, beta, and gold
master.

Legal analysis (if applicable): If this game involves copyrights, trademarks, licensing agreements, or
other contracts that could incur some fees, litigation costs, acknowledgments, or restrictions, then list
them here. Don't bother mentioning the necessity of copyrighting the game's title or logo, as these are
par for the course and likely to change anyway.

Cost and revenue projections: The cost and revenue projections can be done in conjunction with the
finance and purchasing departments. This data should give the reader a rough estimate of resource costs
based on the technical analysis's estimated resources.
 Resource cost: Resource cost is based on the estimated resources within the technical analysis.
Employee costs should be based on salaries and overhead, which the finance or payroll
department should provide. You can list these as average by title or level. Any hardware or
software that you purchase should be listed as well, even if it will ultimately be shared by other
projects or folded into the overhead budget. Use a table or embedded spreadsheet as it is easier
to read and edit. For example:

Employee Cost Per Month Work Months Total


2D Artists $4,000 35 $140,000
Lead Artist 7,000 14 98,000
Level Designers 3,000 35 105,000
Total: 343,000

Hardware/Software Price Qty. Total


Graphics Workstations
$4,200 3 $12,600
(PIII 500MHz/256MB/9GB/Voodoo2)

3D Studio Max Extended Site License (5-user pack) 3,000 1 3,000

Total: 15,600

 Additional costs (if any): This section is an assessment of additional costs incurred from
licensing, contracting, out-source testing, and so on.
 Suggested Retail Price (SRP): You should recommend a target retail price before your game
goes in the bargain bin - pray that it does not. The price should be based on the price of existing
games and an assessment of the overall value being built into the product and the money being
spent to develop and manufacture it. Of course, your distributors will likely push for a lower
sticker price or work some deals to use your game in a promotion that will cut the price even
further, but that will all be ironed out later. Keep in mind that the higher the sticker price, the
lower your sales, especially in a competitive genre where there's not as much demand as supply.
 Revenue projection: The revenue projection should show pessimistic, expected, and optimistic
sales figures using the costs that you've already outlined and the suggested retail price. Other
factors, such as marketing dollars and company overhead, should be left out of the picture as
these are subject to change; if a minimum marketing budget is known, however, then you
should certainly factor it in. Often the revenue projection is best represented with a pie chart or
a bar chart. Be sure to indicate with an additional wedge or bar the costs incurred from any of
the risks described in the technical evaluation and show totals with and without the risk
assessment.

Art: If your game concept did not include any art, then the game proposal certainly should. The art
should be created by skilled artists. Dispose of or replace any of the art in the concept document that
was not created by the artists. The art will set the tone for the game. Assume that the readers may only
look at the art to evaluate the proposal, so be sure that it expresses the feel and purpose of the game.
Include a number of character, unit, building, and weapon sketches, in both color and black and white.
Action shots are great. Include a GUI mock-up if your game is a cockpit simulation. Be sure to have
good cover art. Paste some of the art into the pages of the documents, as it helps get your points across
and makes the documents look impressive.

Presentation: The whole proposal, including the revised concept document, should be printed on sturdy
stock and bound in a fancy report binder along with copies of the art. This document is to be presented
to business people - you know, those people who walk around your office wearing fine suits to contrast
with the t-shirts and cut-offs that you normally wear. Don't forget that you're proposing a major
investment, so make the proposal look good and dress well if you're going to handle the presentation.
Preparing a slide show in a program such as Microsoft Persuasion is helpful for pitching your key
points and art.
Common Mistakes
Some common mistakes in preparing a game proposal include:
 The analysis is based on magic numbers. Try to back up your numbers by listing your sources or
explaining how you came up with them. Watching a producer pull some numbers from thin air
and throw them in the document is almost laughable.
 The proposal is boring. This is a selling document. Don't bore the readers. Give them facts, but
make these facts exciting, concise, and convincing.
 The proposal fails to anticipate common-sense issues and concerns. You should find out what
this proposal is up against -- other proposals, competitive products, financing concerns, cost and
time expectations, game prejudices, and historical mishaps. Your proposal will stand a much
better chance of being approved if it addresses these issues preemptively rather than getting
besieged by them during the review process.
 The proposal writer is overly sensitive to criticism. My experience might be unique, but don't be
surprised if the major promoter for your game proposal decides to play devil's advocate. Make
sure your proposal is solid. Believe in it and remain confident, and you'll weather the criticism
and make believers out of those reviewing your proposal.
 The proposal writer is inflexible to changes to the game. Often during the process of gathering
research or receiving criticism from the review committee, some reasonable suggestions will
arise for changing or scaling back the design. Game development is a collaborative process.
Take the feedback and change the design, or the game could die right there. The key word here,
as tattooed on the arm of my buddy who served in the Vietnam War, is transmute. He had to
transmute to stay alive and keep going, and your game idea may have to do the same.

Functional vs Technical Specifications


Traditionally in the game industry, there was only one spec. How technical it was depended on who
wrote it. Any documentation the programmers wrote afterwards to really plan how they were going to
implement it was informal and often remained on white-boards or notepads. Yet in order to ensure the
project would proceed without hazard and on time and on budget, the documentation needed to be
more technical. Such detailed technical specifications took time – time wasted if the goals and function
of the product should change or fail to gain approval.
This problem was tackled as more and more seasoned programmers and managers of business software
development moved into games. They brought with them new standards for documentation that helped
ensure more accurate plans and less technical problems. They introduced a division in the design
document between goals and method and between function and technique. They separated the design
document into the functional specification and technical specification. This way, the clients, users or
principal designers of the product could review the functional specification and approve the goals and
functions of the proposed software – leaving the determination and documentation of the methods and
technique up to the technical staff of programmers.
Therefore, the technical staff waited until the functional specification was approved and signed-off
before starting on the technical specification. They worked from the functional specification alone,
ignoring any design changes that occurred after sign-off unless the spec was updated and a new
schedule agreed to. Thus the division saved time for the programmers and gave them more control of
the schedule, while still ensuring they had a complete plan for the methods and technique for
implementation.
Many companies still refer to the functional specification as the "design document" and yet also
produce a technical specification. The term "functional" is a clearer term adapted by businesses and
these guidelines to clarify what is expected in the document. Here is a link to a formal definition:
http://webopedia.internet.com/Software/functional_specification.html
In short, what goes into the game and what it does is documented in the functional specification. This is
often written from the perspective of the user. How it is implemented and how it performs the function
is documented in the technical specification. This is often written from the system perspective. Both
form important deliverable milestones in the design stage of the game development process.

Guidelines for the Functional Specification


The functional specification (or spec for short) outlines the features and functions of the product. The
target audience is the team doing the work and those responsible for approving the game design. The
functional spec is a culmination of the ideas, criticisms and discussions to this point. It fleshes out the
skeleton of the vision as expressed in the game concept and game proposal. It is a springboard from
which the technical specification and schedule is derived and the implementation begins.
It’s important that it is all written from the user perspective. In other words, what is seen, experienced
or interacted with should be the focus of the document. It’s often very tempting (especially to
programmers) to create something that’s very system oriented. This often leads to distraction and hard-
to-fathom documents. Readers are really just looking to this document to visualize what’s in the game,
not how it works.
The length can vary from ten pages to a few hundred, depending on the complexity of the game. You
really should not aim for a page count. I’ve seen and written really GOOD design documents that were
less than fifty pages and some that were much more. It is just important that each section under these
guidelines be addressed. This will eliminate the vagaries and guesswork that comes with insufficient
documentation and the apparent need to ramble-on that comes with aiming for a high page count.
The time involved in writing the functional spec is anywhere from a few days for say a puzzle game, a
month for a shooter, to a few months for a complex game such as an RPG or strategy game. The
amount of time spent may not be congruent to the resulting length. The discrepancy comes with
deliberation time, especially if the game has any unique, unexplored qualities or if the game play is
particularly deep. Of course, how efficient the principal designers are in making their decisions is of
enormous impact as well, especially if everyone is particularly imaginative and passionate about the
game.
For many, this functional specification is where the documentation begins. They skip the important
research and review phase of the concept document and game proposal, which would otherwise help it
anchor the vision and target market firmly in place. By skipping the first steps, they also put off the
inevitable criticism from marketing, finance and technical staff, which leads to wasted efforts.
The game’s lead designer usually produces the functional specification. It may be a compilation of
other’s work and hence a cooperative effort or it could simply be a matter of putting the vision of the
producer on paper. Sometimes the producer will produce the document him/herself; which is ideal for
assuring that the vision expressed is indeed what the producer desires. Like the game of telephone,
sometimes the message gets altered when it goes from the lead visionary to the author. Whatever the
process and whoever the author, it’s important that the producer and lead designer totally agree with
everything expressed in this document. They cannot be preaching one thing and documenting another
or the documents will be ignored and serve no purpose.
I’ve never seen a design that didn’t undergo some changes during implementation, but the process of
communication has to be expressed through the specification, even if it requires updates or an
addendum. Some changes need to be fast and furious due to time constraints so the documentation may
be light. So, even if it’s an electronic memorandum or notes on a piece of paper, be sure to distribute
these and attach them to all future copies of the specification. If the vision of the game changes,
however, it’s best to start from the beginning with a new concept document and proposal. The clarity
the updated documentation brings will save time in the long run.
Unlike the game concept and proposal, the functional specification is not a selling document. It merely
breaks down and elaborates on the vision in very clear terms understandable by every reader. It can be
a little boring or dry as the necessary details are filled in. I’d recommend putting in summary level
paragraphs at the start of every section, so that readers can get the gist without skipping any sections or
losing any confidence in the thoroughness of the specification. Why do I recommend this? Well, the
question should really be "Why do some people never find the time to thoroughly read the project
specifications?" While your company’s managers and team members might not fail in this regard,
there’s always a third party, like the publisher or contractor.
On the other hand, this document cannot be technically explicit, as its readers are mostly non-
programmers. If you find yourself getting technical, stop. That’s what the subsequent technical
specification is for. Besides, getting technical with a bunch of non-technical readers can make their
eyes glaze over or open up a can-of-worms. You don’t want to give them an invitation to stick their
nose into something they don’t necessarily understand and really shouldn’t care about. Likewise, you
or the other authors may be non-technical, and you shouldn’t be dictating to the programmers how they
accomplish what you want them to do. Let them determine that when they write the technical
specification. This document is purely for the communication and approval of what goes into the
product as opposed to how to accomplish it. Limit descriptions of how something should be
accomplished to those areas that are you believe are really important that it work a certain way. For
example, you would not indicate what variables to use and how to use them to simulate a law of
physics; however, you might want to indicate the factors involved in the physics equation. Similarly,
telling a programmer how to define his data structures and objects is a bad idea, but proposing the
interface for data entry and the delineation of data is certainly within the confines of function.
The functional specification can be broken down into a few major sections:
 Game Mechanics
 User Interface
 Art and Video
 Sound and Music
 Story (if applicable)
 Level Requirements
Game Mechanics
The game mechanics describe the game play in detailed terms, starting with the vision of the core game
play, followed by the game flow, which traces the player activity in a typical game. The rest is all the
infinite details.
Core Game Play: In a few paragraphs describe the essence of the game. These few words are the seeds
from which the design should grow. Planted in the fertile soil of a known market, they should establish
roots that anchor the vision firmly in place and help ensure a successful game. This is similar to the
description section in the game concept, except that it’s non-narrative, and usually expressed clearest in
bullet points, though this could vary depending on the type of game.
Game Flow: Trace the typical flow of game play with a detailed description of player activity, paying
close attention to the progression of challenge and entertainment. If the core game play is the root of a
tree, the game flow is the trunk and the branches. All activity should actualize and extend from the core
game play. Be specific about what the player does, though try to use terms like "shoot", "command",
"select" and "move" rather than "click", "press" and "drag". This keeps the description distinct from
how the actual GUI will work, which is likely to change. Refer readers to specific pages in the User
Interface section when you first mention a GUI element such as a screen or window or command bar.
Characters / Units (if applicable): These are the actors in the game controlled by the players or the
AI. This should include a brief description and any applicable statistics. Statistics should be on a rating
scale i.e. A to Z or Low to High, so that it’s clear where units stand in relation to each other in broad
terms. It’s a waste of time plugging in the actual numbers until the programmers have written the
technical specification and created an environment for you to experiment with the numbers. Special
talents or abilities beyond the statistics should be listed and briefly described, but if they are complex,
they should be expanded upon in the game play Elements section.
Game Play Elements: This is a functional description of all elements that the player (or
characters/units) can engage, acquire or otherwise interactive with. These are such things as weapons,
buildings, switches, elevators, traps, items, spells, power-ups, and special talents. Write a paragraph at
the start of each category describing how these elements are introduced and interacted with.
Game Physics and Statistics: Break out how the physics of the game should function, i.e. movement,
collision, combat etc., separating each into subsections. Describe the look and feel and how they might
vary based on statistics assignable to the characters, units and game play elements. Indicate the
statistics required to make them work. Get feedback from the programmers as you write this, as how
the game handles the physics and the quantity of the statistics will severely impact performance issues.
This can get a little dry, but avoid getting too technical. Avoid using actual numbers or programming
terms. These will come later in the technical specification, written by the programmers who will want
to do things their way (usually the right way). Just tell them what you want to accomplish. For
example: "The units should slow down when going up hill and speed up when going down, unless they
are a hover or flying vehicle. How much they are affected should be a factor of their climbing and
acceleration statistic as well as the angle of the incline." You would not tell the programmers what math
to use to adjust the speed. Assuming you are not a programmer yourself, they’re just better at that than
you.
Artificial Intelligence (if applicable): Describe the desired behavior and accessibility of the AI in the
game. This includes movement (path finding), reactions and triggers, target selection and other combat
decisions such as range and positioning, and interaction with game play elements. Describe the avenue
through which the AI should be controlled by the level designers, i.e. using .INI files, #include files of
game stats or C-code, proprietary AI scripts, etc.
Multiplayer (if applicable): Indicate the methods of multi-player play (i.e. head-to-head, cooperative
vs. AI, teams, every man for himself, hotseat) and how many players it will support on the various
networking methods. Describe how multi-player differs from solo-play in game flow, characters/units,
game play elements and AI.
User Interface
The interface changes so very often that it almost seems pointless to document it; however, it’s got to
start somewhere. It’s structured here to minimize the impact of changes. It’s starts with a flowchart of
the screen and window navigation, then breaks down the functional requirements of all the screens and
windows. That done, the GUI artist is free to do what he or she feels is right as long as it meets the
requirements. To get him or her started you should provide mock-ups. This often is to the designer’s
benefit to think everything through. Then follow up with a description of all the GUI objects that need
to be programmed to make all the screens work.
Flowchart: This charts the navigation through the various screens and windows. Use VISIO or similar
flowcharting tool to connect labeled and numbered boxes together, representing screens, windows,
menus, etc. On the corner of each sheet, put a numbered list of all the items for easy referencing and
ease of defining tasks for the programmers.
Functional Requirements: This functional breakdown of every screen, window and menu lists the
user actions and the desired results and may include diagrams and mock-ups. While the specific
interaction (buttons, hotspots, clicks, drags and resulting animations) can be listed, it’s often best to
keep this separate from the list of functional requirements as these can evolve during implementation.
Of course if it’s just easier to think in terms of clicking a button or it’s really important that something
work a certain way, then by all means get specific about the method of interaction.
Mockups: Create a mock-up for all the screens, windows and menus. This may end up getting ignored,
but it’s a good starting point for the artists if they have no idea what else they may want to do. Don’t
waste your time creating anything really pretty. Just create simple line drawings with text labels. Color
can be very distracting if it’s bad, but if it’s important, go ahead. Some drawing programs have
templates that make creating mock-ups very quick and easy.
GUI Objects: These are the basic building blocks used to create all the screens, windows and menus.
This should not include the items seen in the main view portal, as these are covered in the art list in the
next section. The GUI objects are primarily listed here for the programmers to know what pieces
they’ll need to code and have for putting together the screens. You should explain in detail how each is
interacted with and how they behave. It may seem a bit obvious and not worth documenting, but it
really helps when drafting together the technical spec and schedule to know exactly everything the
game will need.
For some games, this can be a very quick list to put together – buttons, icons, pointers, sliders, HUD
displays etc. But it’s much more complicated in games where the interface is at all different. However,
keep in mind that the methods of interaction are not all that different. A button is still a button, even if
it’s clicking on a gorgon’s head instead of a gray rectangle.

Art and Video


This should be the definitive list for all the art and video in the game. We all know how things creep up,
though, so add a couple of placeholder references for art to be named later, like mission specific art and
art for marketing materials, demos, web pages, manual and packaging.
Overall Goals: This is where you should spell out the motifs, characteristics, style, mood, colors etc.
that make up the goals for the art. Gather consensus with the lead artists and art director and make sure
they see eye to eye with the project’s director or producer. Doing so now will save a lot of time later if
they end up redoing everything because the goals were never clearly defined.
2D Art & Animation: This is really just a huge list that can be thrown into the art schedule. It can also
include descriptions if needed. Some art isn’t self-explanatory, and other may involve specific needs
from a design standpoint. Be sure to explain it all. Break your art down into sections. The lead artist
may have some particular way he or she would like you to do that. I’ll list the typical section and their
contents. Read them all to be sure you don’t forget anything.
 GUI: Screens, windows, pointers, markers, icons, buttons, menus, shell etc.
 Marketing and Packaging Art: You might as well list it here and the schedule, because they’ll
ask for it. This includes web page art, sell sheet design, demo splash screens, magazine adds,
press art, the box and manual.
 Terrain: Environment art like tiles, textures, terrain objects, backgrounds
 Game Play Elements: Player and enemy animations (sprites or models), game play structures
and interactive objects, weapons, power-ups, etc. Don’t forget damage states.
 Special Effects: Salvo, explosions, sparks, footprints, blood spots, debris, wreckage
3D Art & Animation: This serves the same purpose and has the same requirement of the 2D Art list
above. The difference may be in how the work may be divided. Art teams like to divide 3D art task lists
into models, textures, animations and special effects, as they usually divide the tasks this way to
maximize talent and skill and maintain consistency.
Cinematics: These are the 2D or 3D scenes often shown as an intro, between missions, and at the end
of the game. These should be scripted like a film script as separate documents. This, however, is
production work. For the purposes of the functional spec, just list them here with the general purpose,
content and target length. If any video is involved, list it in the following subsection.
Video: Unless you are doing an FMV (full motion video) game, this subsection is pretty light. If you
have any video in your GUI for say pilot messages, break it down here. All video tasks will require
scripting, but that is production work. List the general purpose, expected length, and general content
like number of actors and set design, even if it ends up being blue-screened into a 3D rendered
background.
Sound and Music
Overall Goals: Stress the aesthetic and technical goals for the sound and music. Describe the themes
or moods you want. Name existing games or films as examples to aspire to. Issue technical edicts and
editing objectives, such as sampling rates, disk space, music formats, and transition methods.
Sound FX: List all the sound FX required in the game and where they will be used. Include the
intended filenames, but be sure to consult with the sound programmer and sound technician (or
composer) on the file naming convention. This makes it easier for people to find the sound FX and fold
them into the game.
Don’t forget about all the areas that sound FX may be used. You don’t want to overlook anything and
throw off the schedule. Go through all the game elements and your art lists to see if there should be
some sound associated with them. Here are some to consider:
 GUI: Button clicks, window opening, command acknowledgments
 Special Effects: Weapons fire, explosions, radar beeping
 Units/Characters: Voice recordings, radio chatter, stomping, collisions
 Game Play Elements: Pick-up jingle, alerts, ambient sounds
 Terrain (Environment): Birds, jungle sounds, crickets, creaks
 Motion: Wind, footfalls, creaking floors, wading, puddle stepping
Music: List all the music required in the game and where it will be used. Describe the mood and other
subtleties. Music will often reuse the same themes and melodies. Mention where these themes should
be reused. Consult the composer on this.
 Event Jingles: Success/failure/death/victory/discovery etc.
 Shell Screen: Mood setting for title screens, credits, end game
 Level Theme: Level specific music (designers choose the theme)
 Situations: Sets the mood for situations (lurking danger, combat, discovery)
 Cinematic Soundtracks
Story (if applicable)
Write the synopsis of the story told by the game. Include the back-story and detailed character
descriptions if it helps. Indicate the game text and dialogue requirements so they can be added to the
schedule. Some game designs focus so much on this that they overlook everything else that should be
in the spec. Telling a story is not the focus of most games. Of course, if you are doing an adventure
game, it is extremely important. Expand and organize this section as is necessary to tell the story.
Level Requirements
Level Diagram: Whether this is a linear campaign, a branching mission tree, or a world-hopping free-
for-all, this diagram should be the backbone upon which all the levels are built. A diagram isn’t
necessary if the structure is so simple that a list would suffice. The following is an example of a typical
success/fail branching mission tree. Of course this will vary greatly for each game. The important thing
is that it just presents a road map for the level designers and for the readers.

Asset Revelation Schedule: This should be a table or spreadsheet of what level the game’s assets are
to be revealed to the player for the first time. There should be a row for each level and a column for
each general type of asset. Assets include power-ups, weapons, enemy types, tricks, traps, objective
types, challenges, buildings and all the other game play elements. The asset revelation schedule ensures
that assets, the things that keep the players looking forward to the next level, are properly spaced and
not over or under used.
If it’s important to the game that certain assets stop being used, then the schedule might be better drawn
as a Gannt chart with lines indicating the availability of assets. This gives the level designers a guide to
what assets they have to work with so they don’t ruin their level or anyone else’s.
Level Design Seeds: These are the seeds for the detailed paper designs to follow. Detailed paper
designs at this point are less legitimate and unlikely to survive intact. Designs created after the
designers have had time to experiment with the tools and develop the first playable level are much
more likely to succeed. It’s best to just plant the seeds for each level with a description of the goals and
game play and where it ties into the story (if applicable). A thumbnail sketch is optional, but very
helpful if the designer already has a clear idea of what he or she wants. Be sure to list any specific
requirements for the level, such as terrain, objectives, the revelation of new assets, and target difficulty
level.
Common Mistakes
Here are some common mistakes to look out for:
 Insufficient details: The descriptions need to be specific enough to convey intent and function.
Avoid using vague terms unless you follow up with specifics.
 Patronizing material: You wouldn’t give a chef a recipe that told him how to make a marinara
sauce, so you don’t tell artists how to manage their 256 color palette or programmers how to
define a particular data structure. Just list the facts important to the vision. Not only does it
waste their time (and annoy them), but it wastes the writers’ time. Such details are more
appropriate for the technical specification anyway, which is written by the programmers.
 Ambiguous or contradictory material: Watch for this. It clouds the vision, creates
misunderstandings, and invalidates the functional specification.
 The Design Document from Hell: Nothing stupid, nothing ambiguous, nothing lacking – it just
is too damn much. Try to keep a mental total of how long the design is going to take to
implement when fleshing out the specification. Cut extraneous, non-essential features and save
them for the sequel; or be prepared to argue the merits of keeping the features and extending the
ship date.
 Getting too personal with the design: You are not your work. Your personal boundaries should
not include the design. As I have stressed throughout this document, game design is a
collaborative process. While you want people to take ownership and responsibility for their
work, the functional specification should have joint ownership. This keeps people from feeling
isolated and more a part of the process, and it makes the documents feel less like marching
orders and more like a plan. The team members are also much more likely to read something
that they helped put together. Criticism is then aimed at the design not the documentors who put
is all together; thus making the team more comfortable and productive in offering their
criticism.
 Wandering vision: This may happen as you write the functional spec. Even with a good
concept document and proposal championing the vision, there’s still some room for
interpretation. Creative folks have a wandering imagination and may be influenced strongly by
whatever game they may be playing at the moment.

Guidelines for the Technical Specification


While the functional specification explains what is going into the product, the technical specification
explains how. The technical specification (or tech spec) is a working blueprint for the game. It turns
conjecture into reality by forcing the programmers to think through how the game will be implemented,
by reducing implementation/integration headaches, and by delineating the program areas and tasks for
the schedule.
Many companies will skip this step, as it is time consuming and seemingly benefits only the
programmers. However, time spent working on a tech spec is less than the time lost from pitfalls that
come with not writing one. The primary author is the lead programmer or technical director, though it
is often more timely and useful if the programmers responsible for implementing the various program
areas be responsible for documenting them. In its compiled form, it should present a plan that any
programmer can understand and work from.
The target audience is the lead programmer on the project and the technical director of the company.
Therefore it will generally be written from the system perspective as opposed to the user perspective. It
will be boring and Greek to the producer and any other non-technical readers. By asking for one, the
producer is just making sure the technical staff thinks everything through, even if he or she doesn’t
understand it. To the lead programmer, it’s a way of organizing his or her thoughts and creating an
accurate picture of the work involved. The process of writing it will flag any of the uncertainties on the
programming side and any of the holes, ambiguities or absurdities in the functional spec.
Many good technical specifications vary from the form described here. This form mirrors the
functional specification to ensure that all areas of the functional specification are covered. Sometimes
it’s easier for a team writing this spec to organize it differently, if only because they are splitting the
work differently or because of the organization of the underlying system. If they do, I’d recommend
going through every line of the functional specification and do a correlation with a highlighter to make
sure nothing has been overlooked. An overlooked detail can lead to undesirable results in the product,
project and team dynamic.
These guidelines will not tell you how to implement your game. It’s assumed that you are a technically
competent, experienced game programmer. An inexperienced or untrained game programmer should
not attempt this task. These guidelines are the result of what I’ve come to expect in a good technical
specification, though I certainly couldn’t tell you how to program your game. These guidelines force
you to define the most common elements one finds in all games. Some may not be applicable, but each
should be considered carefully. It may spark a question you haven’t asked yourself yet; which is sort of
the whole point of writing this spec.
Game Mechanics
This is certainly the bulk of the document. Right away you’ll see that any attempt to match up specific
subsections with the game mechanics section of the functional spec is totally ludicrous. The perspective
must be from the system out as opposed to the designers’ or users’ perspective. This starts with the
hardware platform and the operating system, the use of externally provided code objects (DLLs, EXEs,
drivers), and the delineation of internally generated code objects (if any). Then it breaks down the
specific mechanics of game code stemming from the control loop.
Platform and OS: Indicate the hardware platform and the operating system and the versions
supported. For PC/Mac games, mention the minimum system requirements and the target machine. If
distributed on something other than a CD like a cartridge, indicate the target ROM.
External Code: Describe the source and purpose of all the code used but not developed by the project
team. This includes OS code and preprocessing tools of the various game platforms, drivers and code
libraries like DirectX, any acquired 3D API, or any other off-the-shelf solution.
Code Objects: Break down the purpose and scope of the various code objects coded, compiled and
built into the EXE. If any out-of-process or in-process code libraries (DLLs) are used, break them down
as well, but be sure to explain the use of object instancing and their persistence (like Direct Draw
objects).
Control Loop: Every game has one. Be specific about how control is transferred from the start-up
code to the shell and down into the main game code. Spell out the names of the functions in the core
loop and what they will do, like the collision, movement and rendering routines. Explain the use of
multi-threading, drivers, DLLs and memory management. Of course further details on the likes of
multi-threading and memory management will be covered in the areas that they will be used most, like
the rendering or sprite engine, sound code and AI.
This subsection summarizes the system and underlying framework that supports the core game play
and game flow described in the functional specification.
Game Object Data: Read carefully over the functional spec at all the character/unit descriptions and
game play elements. Then list and formulate all the data structures and their identifiers that are required
to support the described attributes, functions and behaviors. To a certain extent, these will not be
complete until the game physics and statistics and AI subsections are completely thought through and
documented. Add statistics for user interface or any other area of the game that have unit or game play
object specific data (i.e. icons, HUD displays, animation or special effect references, etc.).
If using object oriented programming methods, show the class inheritance tree and each class’ interface
properties and functions. Describe the use of collections. Identify any variables that could possibly be
made into global variables to increase performance, such as any objects variables that may be
referenced multiple times during critical game routines such as collision, movement or rendering.
Again, I’m not telling you how to program your game. I’m just trying to get you thinking about
common technical issues, specifically in regard to optimizing data structures for neatness, versatility or
speed.
Data Flow: Explain how data is stored, loaded, transferred, processed, saved and restored. While
references should be made to data entry or processing tools, separate functional and technical
specifications should be made for any complex or user intensive tools.
Game Physics and Statistics: This is the nitty gritty – movement, collision, combat – and probably the
most fun to document and implement. However, it can also be the code that gets altered more than any
other part of the program. Designers like to change things. It’s often only after they can play it for a
while before they can really decide what is right. For this reason, you should plan to implement things
as modular and flexible as possible. Put all the factors that control behavior into data files read at run-
time, so the designers can change and balance things at their leisure without involving coding changes
and new builds. The specification should clearly identify the modularity and divisions between code
and the data that controls it.
Define each function or procedure. Describe its purpose. Define what statistics control its behavior
(constants, variables etc.) and how they can be modified. Include the function prototype listing all the
parameters. If using function pointers and function overloading, specify where the different versions of
the function will be used. For example, you may have multiple functions that handle movement for the
various unit types – one for land movement, one for air, one for water, etc. Briefly describe how the
function will work. For complex functions, use pseudo code to specify exactly how you will code it.
This is especially important for CPU intensive functions that do a lot of number crunching or are just
called very often. Think about how they can be optimized to increase performance. Perhaps bit-shifting
or macros could speed things up.
Artificial Intelligence: This often grows to a major section unto itself and is then scaled back when the
schedule dictates the necessity to keep it simple. This shows a growing enthusiasm for complex AI, but
a lack of time and resources to make AI anything more than simulated intelligence or scripted
behaviors. Be mindful of this when you design the AI scheme. Try to accomplish the behaviors and
decision making described in the functional specification without adding a huge layer of unnoticed and
therefore unappreciated realism to the process. The basic rule of production applies here. If something
that costs less and takes less time to build does the job, then don’t spend more time and money creating
something else.
Of course, there are exceptions that should be mentioned. Sometimes something might take longer to
build, but it saves the designers a lot of time working on their levels. Also, creating something more
flexible or powerful may make it a valuable asset to the company for other projects or just make it
more capable of handling design changes should they occur. Discuss these with your producer and
director of development before making a decision.
Be sure to include the methods of manipulating the AI as dictated by the functional spec, i.e. whether
it’s data driven or embedded into compiled code, and whether it’s a scripted language or a fixed set of
variables or a combination of both.
AI should include path finding, target selection, tests and events to attach reactionary behaviors to, and
other decisions made by characters, units or intelligent game elements involving game situations and
unit statistics.
DO NOT include the actual scripts or data driving the AI. That’s production work. Merely be specific
enough to explain how the decisions and behaviors will be derived. Break down the statistics used to
control the behavior.
Multiplayer: It’s extremely important that the implementation plan is reviewed from a multiplayer
perspective. This subsection should break down all the multiplayer considerations in game mechanics
and all the multiplayer specific requirements specified in the functional spec.
Multiplayer over multiple PCs (as opposed to console sharing or hotseat) has a lot of unique
requirements that should be addressed. What connection methods and protocols are supported? Is it
client-server or peer-to-peer? What are the packet sizes and how often are they sent? What is the
structure of the packet? How are missed packets and latency issues handled? What messages are
broadcast and what are sent to specific hosts? How many different messages are there and when are
they used?
User Interface
Look and feel is one area of the design that undergoes the most changes during development.
Therefore, its necessary that the programming for the GUI be as flexible as possible, separating game
purpose from GUI function, so that changes that occur to the user interaction methods will not affect
other areas of the game or require significant reprogramming. Create a variety of GUI objects
(controls) using inheritance to maintain a consistent code interface to the events and the values. This
way a slider bar can be exchanged with a text box or radial buttons with little or no changes to the
calling functions. Assume that any of the GUI objects can be exchanged at any point in the project.
To this end, your documentation should be flexible and generic. While it should break down the GUI
into the screens, windows and menus, it should not go any further into the specific interaction. Instead,
document how the various GUI objects will work, wherever they are used.
Make references to functions in the game mechanics documented in the previous section, but anything
that’s interface related should go here. Explanation of the drawing and clipping routines of the graphics
engine should be left for the Art and Video section, but certainly they should be referenced here in
terms of view ports and HUD attachments and anything the player can interact with.
Document the names for any of the global variables, constants, macros, function names or interface
properties, so that other programmers can refer to the documentation without having to dig through
code. This also avoids replication and inconsistency and increases clarity.
Game Shell: List all the screens that make up the game shell - all the screens and windows other than
the main play screens. These are derived from the flowchart in the functional specification, but may
include some additional screens that the lead designer may have overlooked or brushed over (like
installation or setup screens). Each item listed should be its own subsection with a description of its
purpose, its scope (i.e. before or after level specific data is loaded), the pertinent values it will be
accessing and setting, and what functions it will call.
Main Play Screen(s): These are the one or more screens in which the core of the game is played.
Though many people think from the GUI perspective down to the complexities of what’s under the
hood, this should be written from the low-level mechanics perspective (the engine and rotors) out to the
GUI (the hood and the dash). This keeps it consistent even if the outward appearance of the GUI should
change.
Art and Video
While this section in the functional spec pretty much just listed the art and video, the technical spec has
to explain how the art and video will be stored, loaded, processed and displayed in the game. This
includes the animation system, whether it’s 2D or 3D, and the video decompression and streaming
system. Of course some of these might be off the shelf solutions, especially the video code. But all the
interfacing should be mentioned here.
Graphics Engine: Whether you are using sprites, voxels or 3D-polygon rendering or a combination,
break down their functions in very specific detail. While it’s only 2 sentences of description here, it will
likely prove to be a very meaty piece of the spec. Describe areas like view ports, clipping, special
effects, and the connection to the collision and movement functions described in the game mechanics.
Artist Instructions: Break out the details important to the artists, like resolutions, bit depth, palettes,
file formats, compression, configuration file definitions and any other data the artists need to define to
fold in the art. Consider what tools can be created to streamline the art pipeline, and indicate their
specifications here or create separate specifications for the more complex or user intensive tools.
Sound and Music
Describe how sound will be loaded and played. Be specific about the use of mixing, DMA, multiple
channels, 3D sound, and methods of determining priority. If using third party drivers, describe their
interface and purpose. Be sure to address all of the requirements specified in the functional spec.
Sound Engineering Instructions: Break out the details important to the sound engineers and
composers, like sample rates, the use of multiple channels, 3D sound definitions, sample length etc. If
using MIDI, indicate the version to use and the number and type of instruments that can be used and
possibly stored. Indicate the data path and file requirements including any specific configuration files
that need to be created. Consider what tools can be created to streamline the sound pipeline, and
indicate their specifications here or create separate specifications for the more complex or user
intensive tools.
Level Specific Code
Based on the level design seeds in the functional specification, describe how code specific to those
levels will be implemented and how it will accomplish the desired effect. Also describe how any other
level specific code can be interfaced to the game code should the need arise to add more. In general,
you should try to make any of the level specific code as generic and as flexible as possible so that it
may be freely used to accommodate similar needs for other levels or new ideas.
Common Mistakes
Here are some common mistakes to look out for:
 Hand waving: It’s very tempting to just list the functions and not fill in all the details that force
you to really plan how you are going to implement them. Sometimes they are just glossed over,
but really the hand waving should end with the functional spec. This spec is supposed to force
the programmers to really think everything through ahead of time. How else are they going to
estimate the task time correctly?
 While it can be very effective to assign portions of the technical spec to the individual
programmers responsible for implementing it, it’s not always in the best interest of the game or
indeed the programmer to do so without some supervision. An entry-level programmer should
get some guidance, and all the programmers should discuss and critique their documentation
before it gets all folded together. Some companies have regular code reviews where
programmers critique each other’s work. That should start even sooner during the design phase.

Guidelines for Paper Level Designs


The designers should do paper versions of level designs before they begin creating the levels in the
editor. Ideally, the designers will be familiar with the design palette, the level editor and game engine
capabilities before they get started. Paper level designs are creating during the implementation phase,
though they are based off of level design seeds expressed in the functional specification. These seeds
are the core idea for the level and/or the basic requirements that may indicate what new assets are being
introduced or what to limit the design to. It’s best not to do all of the paper designs at once, either, as
the designers usually learn a lot while implementing each new level.
For some reason, producers often expect the cart to come before the horse, so before serious level
design begins, push for a playable, prototype level to be created first. It’s often a milestone unto itself
that ensures that the tools and game mechanics are working well enough to develop levels. It should
also serve as a guide to what can be accomplished with the editor and engine and epitomize the vision
for level design.
Following the first playable mission, level design can start in earnest. Yet even here, documentation
plays an important role in saving time and ensuring quality through meticulous planning and the critical
process. The process of level design that works:
Step 1: Thumbnail & Discussion
The level designer conceives of a level layout that meets the requirements laid out in the functional
specification and asset revelation schedule. He or she then produces a thumbnail sketch and discusses
the concept with the lead designer. The thumbnail could be on a white board or a note pad. It is a visual
aid in the discussion. It does not need to convey the entire idea or all the details for the level, as these
often evolve during the discussion or get tossed out altogether.
The benefit of doing a thumbnail sketch and discussion rather than forcing a designer to first think
everything through and document it is that it saves time. A senior or lead designer can in a matter of
minutes determine whether a proposed level design has merit and give valuable advice that can
drastically alter the design. A fully detailed and documented paper version can take days or even a
week to put together. Depending on the skill of the designer, a designer might get sent back to the
drawing board many times. This is especially true near the beginning of the project, when the designer
is still learning what the lead designer wants, and near the end of the project, when original, compelling
level concepts are harder to come by.
Step 2: Detailed Paper Version
With an approved thumbnail and level concept, the level designer can work on a detailed paper version
of the level design. The layout (or map) of the level should be much more detailed than the sketch and
should be drawn to scale. This is best done on a large sheet of graph paper using colored pencils.
Information about objectives, behaviors, buildings, enemies, events, locations etc. should either appear
on the map or on a separate document with reference points on the map. Any mission specific art or
code should also be listed. This amount of detail can take a few days or as long as a week to draw and
document, but it saves a lot of time that would otherwise be spent "searching" or "redesigning" in the
actual editor.
When completed, the lead designer, producer and any other principal decision-makers should subject
the paper design to an approval process. They may approve it, throw in some changes, or kill the level
right then and there.
It’s also important that someone technical, preferably a senior programmer, review the paper design
from a technical standpoint. This gives the programmers a heads up on what the level designers are
going to attempt to do with the tools and graphics engine. They might add some features to the tools or
make some code adjustments to make the level possible or just easier to implement. They may also
vote to eliminate or alter any level designs that may break the game or are similarly unfeasible.
It’s often very tempting to skip this step and jump right into the editor as it’s often faster to just build a
prototype of the level than to write up the paper version. This is especially tempting in tight schedule
situations. Yet, it’s these tight schedules that make documentation that much more important, because it
means there’s even more reason to get it right the first time and reduce the number of surprises and
time to redo the work. The benefit of a detailed paper version is that it forces a designer to think
everything through and express the fun and challenges before he or she implements it. It also ensures
that the details that may involve more tasks for programmers, artists and sound technicians get
documented and scheduled for completion before the designer begins working on the level.
This article is focused on documentation, but for completeness to this section and to this process, here
are the remaining steps to level design as I see them:
Step 3: Creating the Core of the Level
The designers should establish the core game play of the level using broad strokes. They should get it
to the point that it gives them the fun and challenge they envisioned in the paper design. The designer
should then get feedback from the lead designer and producer, who will determine whether the level
has merit or not. It may indeed prove impossible to accomplish what the paper design suggested, or it
may prove to not be as fun as was expected. This is simply a review point in the level design that saves
the designer time should drastic changes need to be made or the level dropped entirely.
Step 4: Filling in the Finer Details
Once the core game play of the level is established, everything else should just make it better. These are
all the things that establish the setting, flesh out the level, and liven up the fun by providing more
options, solutions, or surprises.
Often new art or code assets may seem appropriate, so be sure the designers find out they can get them
before putting placeholders in. Then update the paper design and task lists.
Step 5: Play Test
Have the designers play their levels and get as much feedback as possible. Again, documentation plays
a role here. Be sure they keep track of all their bugs, feedback and tasks with at least a notebook and
pencil. It’s very easy to lose track of issues at times (not to mention sheets of paper), so a centralized
database with level specific issues and feedback is ideal.
For further guidelines for level design, I encourage you to read my articles on level design that present
a background to level design and some rules to design by. The first part "Level Design Theory" can be
found here. The second part "Rules to Design By and Parting Advice" is available here.

Documentation Milestones and the Development Schedule


Below is a list of the typical milestones in a schedule and where the documents described in this series
serve as deliverable items. Following each milestone would be a review of that milestone, which would
require approval to go on to the next. As the production schedule isn’t due until after the bulk of the
documentation, then there shouldn’t be an impact on the schedule if time needs to be spent going back
to the drawing board and creating specifications that everyone can agree with. It’s a recipe for disaster
to race into production with iffy design documents just because of the urgency to meet an arbitrary ship
date. In the end, it usually doesn’t save you any time, and in fact often leads to wasted efforts and
significant delays.
Conceptual Phase
 Document: Game Concept
 Document: Game Proposal
Design Phase
 Document: Functional Specification
 Document: Technical Specification
 Documents: Tool Specifications (if applicable)
Production Phase (sometimes called Implementation Phase)
 Production Schedule
 Technology and Art Demo
 First Playable Level
 Documents: Paper Level Designs (not always a deliverable)
 Alpha - Functionally Complete
Testing Phase (Quality Assurance)
 Beta - First Potential Code Release
 Gold Master - Code Release
There could be more milestones, as it’s often necessary for publishers to have some means of
determining and ensuring that progress is being made. Sometimes there are arbitrary monthly
milestones for particular art, code, and design. The ones suggested here are the most common and have
the greatest significance.
Dealing with Change
It can be a beautiful thing to witness a project run smoothly following these guidelines, but what
typically happens is some change to the vision due to inspiration or market trends. It’s very easy to slip
into design-on-the-fly mode to try to adapt to the new vision without impacting the schedule. Of course
it inevitably does anyway, because design-on-the-fly has its dangers. In these cases, the only way to
make sure this doesn’t happen is to be adamant about the guidelines and the procedures they promote.
This is easier if it’s spelled out in the contract. Don’t make any changes to the game without it going
through the documentation. A change to the functional specification potentially invalidates the
technical specification and subsequent schedule. It’s certainly grounds for reassessing the schedule. It
should be very clear to the principle designers who may want these changes that when they sign-off on
the functional specification and deliver it, they do so with no expectations on being able to make
changes. Then, if they really want the change, the impact can be lessened with a period of updating the
documentation and a reassessment of the schedule. The threat of being stuck with what you got or
being late is certainly compunction enough to put as much forethought as possible into the design and
produce the best possible documentation. The guidelines presented in this series of articles should help
you do just that.

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